TerroX said:Well I guess the whole situation will be totally different if the Shrike has useful weapons next time around.
Blaster.. Hrm, it is hopeless.
An optional homing missile (not locking on players) and it turns into an anti-vehicle weapon that the average player can use (eg shifter missile shrike) but it needs limited ammo for sure, so flares will be more useful than just waiting to die.
And since the concept of ramming players is more effective than actually using the weapons on the vehicle then we can see that its flawed. Otherwise it would have huge ramming spikes on the front etc, another one of those unforseen side effects becoming gameplay ALA skiing.
TerroX said:don't you think that there is something wrong when you are better off ramming people than shooting them with the guns on a vehicle? Its like "this gun is too weak and hard to aim against a scout/medium/heavy I will just ram all the enemy instead".
Ramming is cool, I agree with that - but if the guns suck so much against players, maybe something else needs fixing. And ramming did no damage to the vehicle, which was pretty hopeless. Ramming a Jugger (how many tons?) and ramming a sensor.. who wins?
and the auto-aim missile thing is for anti-vehicle combats, where vehicles would also have flares by default too. BUt that is getting too much for the players braincells so I guess it better be ignored.
R@ND0M said:and ramming into the ground only to have your shields recharge allowing you to repeat this indefinately is ok?
You said it yourself, when a vehicle has the most usefulness in a First Person Shooter, something has gone wrong.
The T1 scout was better. Mid-airing people actually required skill, and ramming was just enough to kill 1 person, sometimes 2 (if from behind). It was a double-edged sword when making the decision to ram, not "I'll be able to repeat this exact maneuver in 5 seconds when my shields recharge".
The scout would've been better if you could move on more than a 25 degree angle, but it was still very useful to somebody who knew how to use it correctly.
ZProtoss said:What are you talking about? If you hit the ground at any type of speed in T2 your shrike will be exploding in record time. It takes *far* more skill than you're portraying. It's obvious you haven't played much T2 recently. If it was as easy as you claimed it was, then you'd have dozens of people who could dominate games instead of a very select few. Statements like "Mid-airing people actually required skill", is utterly uninformed newbie drivel. I'd like to see you do 1/16th of what the good people in the air can do in T2. Odds are you wouldn't come close.
The vehicle abilities are balanced by the cumbersome method that they're attained. You only have 4 per team, they need gen power, and no pressure at a vehicle pad for an extended period of time. That alone balances it. If you make something like that only useful for a minute of play, why even bother with the entire process?
R@ND0M said:Ramming and Skill is an oxymoron
OK, from a different angle then, why didn't anybody use the fighter in T1 to get speed for a cap? I seriously don't even remember what happened when you ejected, as I never really flew the things.enigma4286 said:i dont like that idea Thrax, i like the idea of if you jump out at a certian speed u suicide...that will bring balance.
because when you jumped out you stopped dead in midairThrax Panda said:OK, from a different angle then, why didn't anybody use the fighter in T1 to get speed for a cap? I seriously don't even remember what happened when you ejected, as I never really flew the things.
jsut said:were being the operative word. ZP is one of the best shrikers in T2, if not the best. If you want to see what ZP can do in a shrike i suggest you watch the following demos:
http://teamwarfare.com/demos/viewDemo.asp?DemoID=9680
http://teamwarfare.com/demos/viewDemo.asp?DemoID=9972